Role guides
Everything you can do, from the police to crime families
Pick a field, take turf, move product. Police and other crews are always watching.
Starting an org4
Running the org15
- Faction menuAll org management on one screen
- Inviting membersBring someone next to you into the org
- Roster and kicksSee members, kick, leave
- Ranks and rightsThe leader creates ranks and rights
- DivisionsSplit the org into divisions
- DutySome tools need duty on
- UniformsWear the outfit your leader set
- LockersPoints for storage and the vault
- LoadoutsTake a set of items in one go
- Faction storageShared storage for org items
- Org fundsPut org money in, take it out
- Org chatTalk only members can see
- Faction vehiclesTake out org cars, see where they are
- Default factionPick which faction commands use
- Org boardApproval adds a board on the forum
HQ and turf5
Production and supply10
- Making lockpicksMake lockpicks from scrap
- Chopping carsTurn stolen cars into parts
- Cooking drugsMake drugs in a lab
- GrowingPlant and harvest cannabis and coca
- Forging platesMake fake plates at HQ
- Fitting platesSwap the plate on the car you’re in
- Supply contractsTrade goods for money between orgs
- Supply ordersStock storage with org funds
- Smuggling runsCourier work for members only
- Copper theftStrip copper wire from utility boxes
Money3
Weapons9
- Gun storeBuy guns and ammo at Ammu-Nation
- Gun assemblyAssemble guns from parts
- Making ammoMake ammo you can’t buy
- Filing serialsGrind a gun’s serial off
- Gun recordsEvery gun carries a serial
- Gun repairGunsmiths fix worn guns
- Snatching gunsTake a downed person’s gun
- Body armorWear a vest to take less damage
- Covering tracksClean up casings and blood
Raids and police6
Illegal medicine3
Other1
Org application
Apply for an illegal faction on the UCP
- Start
- UCP → Applications → Faction → Illegal faction
- Needs
- 3~30 people to join you
- Result
- Once approved, the faction appears in game with the applicant as leader
- Limit
- Up to 5 factions per character
Enter name, short name, type, HQ description, Discord (optional)
Pick one supply field
Enter turf and identity color (optional)
Application complete
Invited people accept
Waiting for staff review
Staff approve
Start as an applicant-stage org
| Field | Does |
|---|---|
| Gun supply | Assemble guns, make ammo, file off serials |
| Drug manufacturing | Cook drugs in a lab |
| Car theft and chopping | Make lockpicks, chop stolen cars |
| Money laundering | Launder marked bills |
| Forgery | Make fake plates |
| No supply activity | Run the faction without a field |
The medical field isn’t on the form. Staff assign it.
Staff set the HQ location and org stage after approval.
Discord listing
Announce your org on the Discord forum
- Start
- Discord
/factionor the button in the forum’s pinned post - Fields
- Name, leaders, turf, type, founding date
- Limit
- Once every 10 minutes
Leaders as
First_Last, up to 3Turf as
Zone / StreetFounding date as
YYYY-MM-DDSend
Posted to the faction forum for each language
Add the links from the confirmation message
Every post gets the links
This is forum promotion. The in-game faction comes from the UCP application.
Org stages
Applicant, unofficial, official
- Promotion
- Set by staff
- Slots
- 2 per field on the server, unofficial and official combined
- Inactive
- 14 days drops one stage; applicant stage is disbanded
| Stage | Fields | What you can do |
|---|---|---|
| Applicant | 1 | C-grade drugs · guns you make are org-only (no trading or dropping) · no high-end chopping · supply for own use only |
| Unofficial | 1 | B-grade drugs · serial filing · high-end chopping · hand-to-hand supply |
| Official | 2 | A-grade drugs · rifle assembly · supply contracts between orgs |
- The applicant stage takes no server slot.
- Daily output limits depend on stage, police on duty and turf owned.
- Org activity restarts the activity clock.
Warning
14 days with no org activity and you drop a stage. Official orgs keep only their first field.
Faction progression
Buy upgrades with level rewards
- Start
/fmenu→ ⋯ → Progression- Level
- Set by staff
- Claim rewards
- Leader
- View
- Any member
Claim level rewards (leader)
Points
Buy upgrades (leader)
One tier up each
Turn upgrades on (leader)
Effect applied; how many can be on depends on level
| Upgrade | Effect |
|---|---|
| Storage | More faction storage |
| Supply quantity | More monthly supply order quantity |
| Supply discount | Cheaper supply orders |
| Perks | RP perks handled by staff |
Warning
A recent staff warning blocks claiming, buying and turning on. If the level drops, upgrades that no longer fit turn off after a grace period.
Inviting members
Bring someone next to you into the org
- Command
/finvite playerID [rankID]- Rights
- Manage members
- Range
- Within 3m
- Valid
- 15 minutes
/finviteor Members tab → Invite nearbyThey get an invite notice
They type
/faccept [number]Joined at the chosen rank
Decline with
/fdeny
You can only invite to ranks below yours that carry only rights you have.
Roster and kicks
See members, kick, leave
- Roster
/fmem· online only/fonline- Kick
/fkick playerID· manage members rights- Leave
/leavefaction
- You can only kick ranks below yours.
- The leader can’t leave. Staff change who leads.
- You can’t change your own rank.
Ranks and rights
The leader creates ranks and rights
- Start
/fmenu→ Ranks- Default ranks
- None; the leader makes them
- Order
- 1~999, higher is senior
- Rights
- Manage ranks
| Right | Lets you |
|---|---|
| Faction chat | Use /f |
| Manage members | Invite, change ranks, kick |
| Manage ranks | Create and edit lower ranks |
| Manage divisions | Create divisions, assign members |
| View funds · withdraw funds | /fbank · /fwithdraw |
| Duty | /fduty, take loadouts |
| Armory storage | Open faction storage |
| Manage lockers | Locker points, loadouts |
| Use · manage faction vehicles | /fspawn, vehicle management |
- Anyone but the leader edits only ranks below theirs and grants only rights they have.
- Delete a rank and its members end up with no rank.
- The leader also sets what no rank can do.
Divisions
Split the org into divisions
- Start
/fmenu→ Members → Divisions- Rights
- Manage divisions
- Limit
- 20 divisions
- One person can be in several divisions.
- Loadouts and uniforms can be limited to a division.
- Deleting a division removes it from every member.
Duty
Some tools need duty on
- Command
/fduty- Rights
- Duty
- Where
- Anywhere
- On duty only: faction storage, uniforms, loadouts, burner phone calls
- Going on duty puts on your last work outfit or the first uniform.
- Going off duty puts your own clothes back on.
Uniforms
Wear the outfit your leader set
- Wear
/uniform [number | off]· on duty- Save
/setuniform [number name]· leader, on duty- Limit
- 20 slots per character model
The leader wears the outfit and types
/setuniform 1 nameCurrent clothes saved as uniform 1
A member types
/uniform 1Uniform on, own clothes kept
/uniform offBack to own clothes
The leader can limit uniforms by rank and division.
Lockers
Points for storage and the vault
- Create
/fmenu→ Lockers → Create a locker here- Rights
- Leader or manage lockers
- Limit
- 8, at least 3m apart
- Open
- E at the point
- It appears right where you stand. Rename and delete in the same tab.
- E opens the duty, uniform and loadout screen.
- Storage and fund deposits/withdrawals work only near a locker.
Loadouts
Take a set of items in one go
- Create
- Locker E → ⋯ → New loadout
- Rights
- Leader or manage lockers
- Take
- On duty, duty rights
- Items come out of faction storage. A loadout makes nothing new.
- It tops you up, minus what you already carry.
- Loadouts can be limited by rank and division.
- Gun loadouts are for police agencies only.
Faction storage
Shared storage for org items
- Start
/fmenu→ Lockers → Armory storage- Rights
- Armory storage + duty
- Needs
- On duty, near a locker
- Capacity
- Set by staff, more with upgrades
Warning
Illegal goods in storage can be taken in raids by other orgs and police searches.
Org funds
Put org money in, take it out
- Balance
/fbank· view funds rights- Deposit
/fdeposit amount· anyone- Withdraw
/fwithdraw amount· withdraw funds rights- Where
- Near a locker
Supply contract payments and supply orders come out of org funds.
Org chat
Talk only members can see
- Talk
/f text· faction chat rights- Mute
/blockfor/flock- Check
/blockf status
Faction vehicles
Take out org cars, see where they are
- Granted
- By staff
- Take out
/fspawn·/ftow- Rights
- Use or manage faction vehicles
- Location
- Vehicles tab → Show location
- Only members can start them. Some are limited to members on duty.
- Outsiders trying to start one leave a log entry.
Default faction
Pick which faction commands use
- Command
/setdefaultfaction- Clear
/setdefaultfaction reset- Same as
/fprimary
Sets the faction you’ve picked as default. Faction commands apply to it.
Org board
Approval adds a board on the forum
- Created
- Automatically on approval
- Open
/forum
Hideout
Org work on one screen at HQ
- Open
- E at the org HQ
- HQ
- Set by staff
- Tabs
- Work, supply contracts
- Who
- Members only
- Work tab: jobs for your org’s field and materials needed (have / need)
- A button sends that command. The server checks the conditions again.
- Gun orgs see this month’s gun quota at the top.
- Jobs outside your org’s field don’t show.
Turf map
Owner and influence for each turf
- Command
/turf· again to close- Colors
- Your org green · contested red · unowned gray
- Influence
- Only your org’s number shows
| Turf |
|---|
| Grove Street · Davis · Chamberlain Hills · Strawberry · Rancho |
| La Mesa · Cypress Flats · El Burro Heights · Vespucci |
| Little Seoul · Mirror Park · Sandy Shores · Paleto Bay |
Turf rules
Highest influence owns the turf
- Owner
- Top org with 100+ influence; a tie means none
- Contested
- Second place at 75%+ of first
- Decay
- 10% every 6 hours
| Influence | Change |
|---|---|
| Org work in that turf | Up |
| HQ inside the turf | Up every 6 hours |
| Org tag graffiti | Up, up to 4 per turf a day |
| Raiding another org’s HQ | Raider up, raided down |
| Police remove your tags | Down |
| Police search | Way down |
- Work on your own turf raises the daily limit.
- Work on your own turf builds only half the heat.
Graffiti
Leave org tags on walls
- Spray
/graffiti [color] [tag]· facing a wall- Materials
- Spray can, 2 for a big tag
- Remove
/removegraffiti· 1 cleaner
- Members’ tags raise influence in that turf.
- Who can remove: police on duty, the same org
- Tags can’t be sprayed over other tags.
Warning
When police remove an org’s tags, that org loses turf influence.
Heat
Org activity piles up and police notice
- Rises
- With every org job
- Falls
- Slowly over time
- Result
- Anonymous tips to police, grounds for a search
- High heat sends anonymous tips about the area near your HQ to the police CAD.
- What the tip says depends on your org’s field.
- At 30+ heat, police can search your HQ.
Making lockpicks
Make lockpicks from scrap
- Command
/craftlockpick [quantity]· 5 at a time- Needs
- Theft field, applicant stage or above, at HQ
- Materials
- 3 scrap metal, 2 copper scrap per lockpick
- Limit
- Daily limit per org
This is the only way lockpicks enter the game.
Chopping cars
Turn stolen cars into parts
- Command
/chop- Needs
- Theft field, near HQ, 2+ police on duty
- Target
- A private car you hotwired yourself this session
- Result
- Car parts and marked bills
- The car isn’t destroyed; it goes to the impound lot. The owner pays the fee to get it back.
- Not cars on your account or a fellow member’s.
- Expensive cars need unofficial stage or above.
- The same car can’t be chopped again for 72 hours.
Cooking drugs
Make drugs in a lab
- Command
/cook [quantity] [cocaine|meth|pills]· 5 at a time- Needs
- Drug field, in your org’s lab
- Lab
- Set by staff
- Grade
- Applicant C · unofficial B · official A
- Products
- Cannabis · cocaine · stimulants · pills
- Materials
- From org storage and growing
- Higher grades hit harder and last longer.
- NPCs don’t buy drugs. Players trade them.
Warning
A police raid shuts the lab for 72 hours.
Growing
Plant and harvest cannabis and coca
- Plant
/plant· coca with/plant coca- Harvest
/harvest- Growing time
- Cannabis 30 minutes · coca 45 minutes
- Limit
- 3 plants per person
- Only at growing spots.
- Seeds aren’t sold. Players trade them.
- Coca leaves go into cocaine.
Forging plates
Make fake plates at HQ
- Command
/forgeplate [quantity]- Needs
- Forgery field, at HQ
- Cost
- 1 scrap metal and $500 each
- Limit
- Daily limit per org
Fitting plates
Swap the plate on the car you’re in
- Command
/fakeplate plate- Needs
- Driver’s seat, 1 fake plate
- Format
- 2~8 capital letters and digits
- Lasts
- Until you park the car or take it out again
- It shows as a number with no record in the MDC and plate readers.
- Real registered numbers and numbers on other cars can’t be used.
Warning
Police checking with /inspectplate remove the fake plate.
Supply contracts
Trade goods for money between orgs
- Command
/supply list | offer | accept | cancel- Offer
- Official org leader
- Accept
- Buying org’s leader
- Limit
- 10 open contracts
/supply offer buyerFactionID itemID quantity priceContract number issued
Buyer’s leader types
/supply accept numberGoods move between storages and money between funds at once
Cancel with
/supply cancel number· either leader
- Illegal goods only. Guns trade one at a time.
- The goods must be in the seller’s storage and the money in the buyer’s funds.
- Unofficial orgs meet and hand over in person.
Supply orders
Stock storage with org funds
- Start
/fmenu→ ⋯ → Progression → Supply- Rights
- Withdraw funds
- Needs
- Faction level per item
- Limit
- Monthly quantity per item
- Staff set items and prices.
- Goods go into faction storage.
- Supply quantity and discount upgrades apply.
Smuggling runs
Courier work for members only
- Command
/smuggle· stop/smuggle stop- Needs
- Illegal faction member
- Time limit
- 35 minutes
- Again
- After 20 minutes
- Pick up the package at the GPS spot and hand it over at the drop point.
- You get marked bills.
- The more runs, the higher your level.
Warning
A while after you pick up the package, police get a report.
Copper theft
Strip copper wire from utility boxes
- Command
/copper· stop/copper stop- Needs
- Illegal faction member
- Work
- E at a utility box in the zone, 25 seconds
- Again
- After 12 minutes
- Copper wire is stolen goods. Scrap buyers won’t take it.
- Sell stolen goods to a fence.
Warning
Opening a box may send a report to police.
Marked bills
Crime money; launder it to spend
- From
- Store robbery, ATMs, chopping, smuggling
- Type
- Illegal goods
- Convert
/launder
Warning
Police searches can seize marked bills.
Laundering
Marked bills into bank money
- Command
/launder amount· in $100 steps- Needs
- Laundering field, at HQ
- Fee
- 25~35%, different each time
- Result
- Your bank balance
Each org has a daily laundering limit, based on stage and police on duty.
Fences
Sell stolen goods to a fence
- Command
/fence playerID- Buyer
- A member of a faction with fence rights
- Fence rights
- Set by staff
- Range
- Within 3m
/fence playerIDPick items and prices from your stolen goods
The fence types
/acceptfence playerIDGoods swapped for cash
Decline with
/denyfence playerID
Goods in a fence’s hands are no longer stolen. Pawn shops buy only goods that aren’t stolen.
Gun store
Buy guns and ammo at Ammu-Nation
- Guns
/buygun [model]· needs a firearms permit- Ammo
/buyammo [ammo] [boxes]- Gear
/buygear [item]· attachments, body armor- Where
- Ammu-Nation counter (on the map)
- Type the command alone to see what you can buy and the prices.
- Guns get a serial and are recorded in the MDC.
- Without a permit you can only buy gear.
Gun assembly
Assemble guns from parts
- Command
/assemblegun model·/gunorder- Needs
- Gun field, at HQ
- Materials
- Car parts or broken gun parts + machining fee
- Quota
- Monthly quantity, set by staff
| Model | Machining fee | Parts |
|---|---|---|
pistol | $1,000 | 2 |
combatpistol | $1,200 | 3 |
appistol | $2,000 | 3 |
machinepistol | $2,500 | 3 |
microsmg | $3,000 | 4 |
smg | $4,000 | 5 |
pumpshotgun | $2,500 | 4 |
assaultshotgun (official) | $5,000 | 6 |
carbinerifle (official) | $6,000 | 6 |
assaultrifle (official) | $6,500 | 7 |
compactrifle (official) | $5,500 | 6 |
- A little ammo comes with it.
- Assembled guns get a serial too.
- Guns from applicant-stage orgs can’t be traded or dropped.
Making ammo
Make ammo you can’t buy
- Command
/craftammo [9mm|762] [quantity]- Needs
- Gun field, at HQ
- Limit
- Daily limit per org
| Ammo | Materials (per craft) |
|---|---|
9mm | 1 chemicals, 1 car part |
762 | 2 chemicals, 1 car part |
Shops don’t sell chemicals. Civilians with crime permission bring them in.
Filing serials
Grind a gun’s serial off
- Command
/defaceserial gunSlot- Needs
- Gun field, unofficial stage or above, at HQ
- Materials
- 2 scrap metal
- Target
- A civilian gun you carry
- Not police-issued guns.
- The original number stays on record.
Warning
Police forensics can restore the original serial.
Gun records
Every gun carries a serial
- Check
/weapons·/inspect [gunnumber]- Records
- Every bought or assembled gun, in the MDC
- Trading
- Hand over between players
- Hand a gun over and its serial and record go with it.
- Guns assembled by applicant-stage orgs can’t be handed over.
Gun repair
Gunsmiths fix worn guns
- Command
/repairweapon [number]- Needs
- Gunsmith qualification
- Cost
- Parts
The gunsmith takes the gun and fixes it. The customer pays the gunsmith in RP.
Snatching guns
Take a downed person’s gun
- Command
/snatch [playerID]- Range
- Within 2m
- Blank
- Nearest person
Body armor
Wear a vest to take less damage
- Wear
/armor- Get
- Buy with
/buygear
Covering tracks
Clean up casings and blood
- Casings
/sweepcasings· yours only- Blood · prints
/bleach· needs bleach
Warning
Spots cleaned with bleach leave a wipe mark.
HQ raid
Rob another org’s storage
- Command
/raidstash- Needs
- Member of another crime org, at that org’s HQ
- Police
- 2+ on duty
- Result
- Part of that org’s illegal goods
- You take only what you can carry.
- The raided HQ is safe for 24 hours, the raiding org can’t raid for 12.
- The raider gains influence in that turf; the raided org loses it.
Warning
A raid sends a shots-fired call to police at once.
Prison break
Break out a jailed member
- Command
/breakout first last- Needs
- An inmate from your org, outside the prison wall
- Police
- 3+ on duty
- Tools
- 3 lockpicks, 2 car parts
- The inmate must be online with 5+ minutes left.
- Once every 6 hours per prison and every 24 hours per helper.
Warning
A break-out issues a 7-day arrest warrant and sounds the alarm. Org heat jumps too.
Police search
Police go through your HQ storage
- Who
- Police on duty (search rights)
- Grounds
- Org heat 30+ or a search warrant on a member
- Interval
- Once every 24 hours per org
- All illegal goods in storage are seized.
- Org heat drops to 0.
- Influence in the HQ turf drops sharply.
Lab raid
Police shut down your lab
- Who
- Police on duty (search rights)
- Result
- Lab closed for 72 hours
While closed, /cook is blocked.
Police forensics
They undo plates and serials
- Plates
- Police
/inspectplate· fakes removed - Serials
- Police
/restoreserial· original number restored
Fake plates and filed serials are undone once police get their hands on them.
Witness tips
What witnesses saw, bought and sold
- Command
/tips· buy/tips buy- Range
- Within 5m
- Buyers
- Police on duty, crime org members
- Civilians who see a crime get a memory note.
- Tips are marked as unverified.
- If police buy first, it goes into their investigation.
Trauma kits
Make trauma kits at HQ
- Command
/craftkit [quantity]· 3 at a time- Needs
- Medical field, at HQ
- Materials
- 1 first aid bag, 2 bandages
- Limit
- Daily limit per org
Off-book revive
Revive a downed person with no record
- Command
/patch [playerID]- Needs
- Medical field member, 1 trauma kit
- Blank
- Nearest person within 3m
- No medical record or report is left.
- You kneel for the treatment time.
Burner phone
Take customers on the org’s anonymous number
- View
/burner· number and recent texts- Reply
/burner number text- Call
/burner call number- Number note
/burner note quantity
- Texts and calls to the burner go to members on duty.
- The other side sees only the burner number.
- Whoever reads a note gets the number saved to contacts.
/burner newchanges the number (leader or agency inquiry callback rights). The old number and notes stop working.
Solo crime
Robbery, break-ins, kidnapping: civilian crime
- For
- Crime without an organization
- Guide
- Civilian crime guide
- Car theft, store robbery, ATMs, burglary, mugging, kidnapping, arson
- Members follow the same rules and police-on-duty requirements.
- Car and garage break-ins need a separate UCP crime permission.